by the end of this video you will have designed your own coffee scoop here that is exactly
20 cubic centimeters what's up i'm jonathan and welcome to maker tales where i'm sharing
my maker journey to help you go further in yours so don't forget to subscribe and hit that little
bell icon to never miss an opportunity to keep making this video is all about making your very
own copy scoop but more importantly it's about how to do volumes within blender how to make
sure that the volume that this picks up is exactly 20 centimeters cubed starting from a fresh blender
file let's go ahead and create this coffee scoop now the main precision part here is going to be
the volume of the scoop itself the rest of it is sort of the spoon so you can go ahead and
make this whatever you want don't know why i made a cube there were cuz we're making a cylinder now
of course this is for my dimensions so you can go ahead and change this to whatever
volume you're wanting but for me i'm wanting 120 vertices here with a radius of 17 with a
depth of 33.5 now down in the description is a little um sort of technical drawing-ish of
this volumetric part now with that done just let's go ahead and take a look at the add-on
that's going to let us calculate the volume which is the 3d print toolbox which has the statistics
volume as you can see we're a little bit too big right now so let's go and do the changes
to make this smaller i'm going to take this into edit mode we're going to do a loop cut right in
the middle then i'm going to select this top face go into vertex selection go m and i'll merge this
at the center now we're almost there already to be honest then i'm going to go ahead and select
the loop around here and i'm going to turn this into a vertex group now because this is what i'm
going to be go ahead and use to bevel it out and get the last little precision bit but right this
minute doing another check on the volume you can see we're already down to 20.2 i want this to be
exactly 20. so i'm going to go and take this now into here give it a bevel and i'm going
to go and limit it by the vertex group assign the vertex group we just created i'll give this
30 and then here this is one that i had to play around with i started with just going four then
i did a volume check needs to be a little bit more so i went 4.1 and so on and so forth so
the number we're looking for is 4.126 you put that in you do a volume check and bam we are exactly
20 cubic centimeters so with that done that's basically the main precision part created i'm
going to duplicate this have this over here on the y mainly in case i ever need it in another model
or while i'm modeling this so i'm going to apply this now because this is exactly what i'm wanting
so with this let's go and take this the next step i want to flip the normals first of all
so i'm going to select everything go shift n and i'm flipping the normal so now this should look
red the reason why i'm doing this is because i'm going to go ahead we're going to delete this face
down here and we're going to do a lovely solidify to it so here we go with that there modify
solidify and we're going to give this a thickness of two millimeters i want to
make sure that this is an even thickness because then it will be strong all the way around plus
i want to do a little operation now and cut off this tip because i don't really like
sharp tips like this in 3d printing so with that done i'm going to go ahead and straight away just
apply this by the way another way of doing what we just did there is we could have just gone in
here selected everything here in these faces hit and extrude not move it then go alt s to scale
and then you can put in two millimeters there and this will give you basically the exact same result
so with that done let's go ahead and let's get rid of this spiky point so we're going to go with
a vertex snapping i'm going to move my 3d cursor up to that top point there and i'm going to create
a cube i want this cube to be three millimeters and then i'm going to scale it and i'm going to
exclude the z so shift z to scale that up and then we have to apply that scale i'm going to then use
the ball tool to minus that so we get this lovely little cut end here now i don't actually want to
print it like that i want that to be rounded off so again i'm going to go in here i'm going to
select all this you could go ahead here and do the whole vertex group and all the rest but instead
actually no i am going to do the vertex group i'm going to go here add a vertex group
click here assign it and the main reason why i'm doing this is because i want to show you uh use
of the weld modifier so we're going to go here bevel make sure that we're restricting this the
vertex group to the one that we just created go for about 30 seconds once again crank this all the
way up and of course you know that because this is a bevel we're going to have a whole bunch of
points right there in the middle so what we've got to do is go down here and apply a weld modifier
now with this well modifier that's going to go ahead and constrain constrain no join all of those
vertices that are together there so with this selected will apply everything and we'll just do a
quick little check go in here select everything go merge by distance you should say zero we can even
do a quick little check here see that all this is looking good perfect so now let's go ahead and add
a handle now you can go ahead and add whatever you're wanting here i'm going to add a very nice
simple handle so i'm going to take this again into edit mode i'm going to add a loop cut bring
it all the way down then i'm going to go gz 2 so i have a two millimeters right there then i'm going
to go into this view here and i'm going to start selecting faces so what i'm wanting to go is from
10 this direction is that 10 oh look at that got it on 10. so then 10 this direction no i
missed it i'm taking a look at my scene statistics right up here by the way and then with that done
that's basically everything that i'm wanting so i'm going to go e to extrude it out by 45.
hit enter then i want to scale it on the x to zero to flatten it out so this is a good point now if
you're wanting to add a bevel because there's plenty of geometry to do it and there's plenty of
space up and down not that much side to side but you know what that's a nice simple coffee spoon
that i'm wanting to make here so i'm gonna go ahead here i'm just gonna add the bevel straight
in here i'm not gonna bother doing it in any other way as you can see it's going a little bit weird
there that means that our over clamp is not set i'll go and give this uh 30 segments once again
that's at the maximum it can go which i am happy with and fine i'm going to go ahead select
everything here i'm going to do an x do a limited dissolve and set this to 0.1 so that we still have
plenty of geo here then i'm going to select these two right here because i want to round that out
perfect now we know that we have two vertices there and there that are going to be overlapping
and there's actually going to be a whole bunch of vertices all over the place right
this minute so i'm going to select everything go merge by distance and you see it's gone ahead
and removed 25 vertices now you're going to see that we do have two faces here so these two here
that are going to come out as i think what they call them let's see what they're called
and when we do a check all you'll see they'll come out right now they're called non-flap faces so
basically they're just saying hey we don't exactly know what you're wanting here when we 3d print it
like do you want this to be straight from here to there what exactly is it so there's two simple
solutions for this first one is you define it so you can go ahead select these two points there
hit j and there you have you had defined that flat face to truly be a flat face not to be this weird
thing the other way of doing it is you could have gone into a modify you could have done this lovely
where is it triangulate triangulate and it's going to go ahead and add some geometry but you see
that might not be the result that you're wanting and for me that is the result that i'm wanting
because i think that looks cool so i'm going to go ahead and i'm going to apply that now
we could have just given us ourselves a little bit more work though because we're
going to go and select this do another check all you're going to see we're going to have
some new things zero faces now why do we have zero faces well we've just triangulated everything
and things were super close up here so what's going on well we've got to clean up that closeness
so we're going to go here merge again by distance and this is just a little bit too high right this
minute we just need to set this to 0.01 and then when we do that you'll see that we've just
cleaned up 153 vertices and that was right here in that area there you'll see that if i select
they were all over the place so now if we go ahead and we select everything and we do another
check all we've got one zero face let's go check it out let's see why you being problematic there
so it's just been problematic right here why why are you doing that so let's go in
here let's just quickly fix this manually we'll select this edge right click we'll subdivide it
we'll then select this face here we're going to go x limited dissolve no we're going to delete
the face we're going to go with a vertex select this vertex vertex snapping is on so we'll go
g snap to there great now we're going to select everything go merge by distance and that is
merged up that one vertex so we're going to do a check all and you'll see that we have lovely zeros
all over the place this means this is perfectly set for 3d printing now and all these overhangs
don't worry about it it's just down here saying hey what's going on with all this down here why
can't i have that as an overhang what you can because that's not past 45 degrees and
we know 3d print design that's gonna be fine so let's go ahead let's select this go file export
stl and let's get this set for 3d printing so make sure you go it's only selected and there we go so
just quickly here i have it inside of prusa slicer ready to slice away and print away as you can see
we've turned out that it's come out perfectly right here you can see what i was talking about
with the triangulate because we defined it through the triangulate modifier so it's giving it that
little bit right there but apart from that all of this should be perfectly ready now to go and print
and there you have it that's how to calculate volumes within blender and design your very own
simple coffee scoop if you've gone ahead and made your own and put your own design twist on
it i would love to see it over on the discord channel which is linked down below a huge thank
you to my patrons you guys are absolutely awesome and i really do appreciate your
support and if you're enjoying what i'm making here and you think i'm worthy of your support
i would love to see you there too thank you for watching keep making and let the quest continue